<Man, this has been years coming...It almost feels surreal to be posting about it FINALLY>

I've opened the private test server for anyone to playtest the Food Fight mod and/or the BurgerCTF game. If you are interested please grab the u file from:
<Links deleted, mod release in two weeks-ish>

Unzip the U file and place it into your system folder. That's all you'll need to join (provided you have mapvote). The test server does not host a redirect since we didn't need to use one. The server is located here:
66.55.154.12:7777
and the password is "test" without quotes.

You can play normal DM games with bots using the suite of FF weapons and pickups or you can play BurgerCTF with the FF mod enabled. This is the readme for BurgerCTF:

From the makers of Food Fight comes the latest in arena combat... Burger: Carry That Food!
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Backstory:
Year 2293...After losing the tournament to Malcolm and despite having the latest in technology and intelligence coding, Xan Kriegor was recalled to Liandri Mining Corp to be upgraded to Xan Mark II. During this process Xan was completely disassembled for repair and system diagnostics. Because defeat in the tournament's final round was so devastating, analysts spent a vast amount of time dissecting the match. It was agreed that Xan's fatal flaw was his use of patterns when acquiring pickups. He had spent so much time training in the Hyperblast arena that his subroutines automatically used the most efficient paths. This allowed humans to adapt to those and defeat him. It was decided to start over because of this and so Liandri techs wiped his intelligence controller. It was removed and a newer (and more powerful) in-development A.I. was used. His old controller was flagged for the scrap furnace and discarded.
Searching for parts to use to automate the kitchen's robotic coffeemakers, a culinary tech stumbled upon Xan's old controller in the trash heap. Generally MoKai was more careful but he tossed this into his pack without realizing that a solitary red LED still glowed inside...that Xan still lived.
Shortly after installation in the kitchen's robots Xan began enacting his revenge. He duplicated his AI across the electronic staff and ordered them to make weaponry using whatever was available. Now, instead of packaging food into the outbound shipping containers, his minions were making all manner of devices for the robots in the outlying colonies to use to implement his robotic uprising. It was only due to human error that this crisis was averted. An inventory specialist accidentally ordered these food weapon crates to be delivered to the tournament arena instead of the normal weapon ones and Xan's plan was discovered. The kitchen was purged and his robots destroyed.
Realizing that these unique items were indeed deadly, tourament players quickly adjusted to using the food based weapons. The 'Food Fights' had begun...
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Gameplay:
BurgerCTF functions very much like bombing run. A single burger bomb spawns in the map's central area and players must carry it into the opponents base and touch it to their flag. The burger will detonate and the team will score. The person carrying the burger will slowly gain weight and once they reach maxixmum fatness they will begin farting. The clouds of gas are damaging and should be avoided by all. Smart players will use farting to help cover themselves. Your own farts will not hurt you (or your teammates) since, according to Fat Bastard, everyone likes their own 'special brand'.

I haven't gotten to writing up all the weapons special abilities, etc but you'll figure it out as you go. EvilGrins is pretty up on most of it and paper will be around to answer questions too. I should be back on Sunday to catch up so if you have a technical question I'll answer it then. Enjoy, and please leave feedback about what you like/dislike. We've all worked really hard on this so I hope it's something you find a positive experience.

Some various things:
-The mod will change names after this, probably to "FoodFight" or whatever paper deems it should be.
-The U file you downloaded is stripped. This does not mean I will not release a compilable source code with the final product. I have every intention of sharing everything but I wanted the public test version to be crippled so it's not archived and shared beyond this test period. When the release comes you can have everything and I'll even add copious notation to the source code so you can use whatever you see. Thanks to people like Ferali and Higor and Nelsona and Loathsome and many others this mod has some very interesting and unique aspects you will want to use in other ways. Wait until you build your first carrot staircase and get on top of the opponent's base...
-I know there are a few odd issues still but I really needed logs from a running server with multiple people on it to continue proper development.
-Final release will be middle of next month. I need a couple of weeks to write the docs as well as notate all the code.
-Thanks guys!

Last edited by JackGriffin on Mon Jun 29, 2015 2:09 pm, edited 1 time in total.

Thanks Heston, that means a lot. I don't play anymore but it bothered me seeing papercoffee not getting to finish this mod. I can't stay on long enough to give him a complete gametype package with maps, etc. but this is a pretty good substitute. Everything has full functionality and if people enjoy it then they can always move forward with their own versions and changes. I tend to think that people will like the mod package and probably map out some neat stuff but the real work will come when modders use what was done in much better ways than I'm able to do. For instance the Saucier globs ignite things around them that can burn. That's not unique but these flames can spread just like you'd expect real flames to do. If someone is on top of stacked crates you can burn them out by igniting the bottom and waiting them out. The flames do more damage as they spread too so a room that's on fire is very dangerous. If a modder uses all that along with a flamethrower-type weapon or a napalm bomb...well I'll bring the marshmallows.
There's also the carroteer. So much could be done with that code. All the heavy lifting of creation, replication, collision has been worked out and you'd only need to think up your own way of using it. You could build with it, use it in reverse and delete things it hits, and a lot more. Not to mention the seeking code once it locks on is far superior to anything else around (thanks to Ferali). Via the ini file you can make the carrots almost inescapable once they lock on you. That code could be imported to any projectile.
Over the next couple of weeks I'll thoroughly annotate the source code and release it as a separate zip so coders can follow how things were done and export what they need with ease. No greater joy exists for a dev than to see their work used by someone else. When I find my code in something I opened to look at it literally makes my day.

Anyway I digress....Here's a quick rundown of the weapons and some of the pickups:

Here's a quick rundown of the weapons. They have some functionality that's not always readily apparent so scan this over quickly to learn things you might miss:
WEAPONS
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Frying pan: Melee weapon, wield it like Thor's hammer. If you swing with proper timing you can destroy an incoming projectile, protecting yourself entirely.
Can Opener: Default weapon. Uses three ammo cans, switch with alt-fire if you pick them up. Bean can is normal fire, Sweet Cherry is lower damage but machine gun fast, Halapeno has only seven rounds but sets hellfire itself on anyone it hits and kills them almost instantly.
Carroteer: Shoots a flying carrot using a laser dot sight. Has automatic "seeking" mode if you fire while your enemy is centered in your crosshair. If the carrot hits a surface and the angle isn't too sharp it will stick into the surface. Carrots can block doorways, be used as makeshift stairs, and many other ways. The stuck carrots can also be destroyed so if you find one blocking your way you can remove it with a little effort. Stuck carrots last a couple of minutes so use them to climb on top of places you could never reach before.
HA&KA Steinfrucht: Medium distance sniper rifle. Deadly with a headshot, it's a single fire with fast reload. The gun has a fork strapped to the end and alt-fire can be used to stab. The stab has limited range but it's very deadly. May be the least obvious but most deadly weapon in close quarters combat. Keep your distance if you see your enemy holding it.
Papricannon: Single shot cannon that lobs exploding peppers. Alt-fire will allow you to explode it on command.
PeanutGun: Machine gun that fires high velocity peanuts. Primary fire is fast but inaccurate. Alt fire is a three shot burst but it's much more accurate.
Salad thrower: Primary fire slings a tossed salad out in a spray patters. Alt fire is double the salad for double the ammo used. Alt fire can be used like the hammer jump to reach high ledges. With a little practice you will be able to do a salad toss without taking any damage.
Saucier: Primary fire is a stream of hot sauce, very fast fire rate. Alt fire is a glob of sauce that burns whatever it touches. The longer you hold alt fire the larger the glob. Beware though, the fire will burn anyone nearby and it loves to spread if anything is close. Hint- you can burn the carrots stuck in the walls. Catch you opponent building a stairwell and burn him from the bottom up! Remember if the fire is spreading it becomes more dangerous as the number of items on fire increases. Get too close and you might find yourself on fire...
Toastanator: Primary fire shoots a slice of hot buttered toasty madness downrange. Alt fire shoots up to four at once, depending on how many are in your toaster. Don't get caught watching the glowy embers or you could find yourself....toasted.
Jelly Jumper: Toss anywhere, makes a multiple use jump pad. Can be burned, destroyed, or knocked away. Throw at your enemy to make them fly into the air.
Brocconade: Very powerful and deadly thrown grenade type weapon. Primary fire will cause it to bounce and slide in the thrown direction. Alt fire makes it much less lively and it will stay pretty much where it first lands. Weapon explodes in two stages. The first is a medium size blast that sends brocconade shards in all directions. These shards each create the secondary, redeemer-type blasts that make this the most fearsome weapon. Toss it into a smaller area and there will be almost no way to hide.
PICKUPS
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These pickups need a little explanation. The rest you'll figure out...
Antacid: Functions as a shieldbelt replacement.
Lunchbox: Can be used to replace super weapons. When picked up you have an equal chance to get a brocconade, halapenjo can, or some health.
PepperMill: Has no effect on the person who picks it up but will make anyone that gets close to them sneeze uncontrollably, ruining their clear vision for a short time.

*EDIT*
Papercoffee and I went in for a few games (thankyou for putting a peanut in my head )
Depending on the style of map and available weapons, he certainly outclasses me.
Once I get in my stride and I can get up close, I get a bit better (so used to playing Chaos).
We had a merry dance on the bridge in CTF-Face. Both armed with rifles, we decided to have a fork-fight.
Both happy to ignore the progress of the burger while we had our cutlery-duel.
I have no idea who won that, but I don't care it was so funny.

This mod needs to be used with VOIP/Streaming and you'll be laughing your heads off at each other.
"EAT MY SALAD !!!" "EAT MY SALTY NUTS!!!" "YOU'VE BEEN SERVED !!!" "GET IT WHILE IT'S HOT!!!" "HAVE THAT FOR A NUT ALLERGY!!!" etc.etc....

Issues found:
Zoom is still a problem with the carrotier.
We had an odd moment where the server randomly selected CTF-Face and failed so loaded a DM map, but the weapons had not swapped.
I noticed that a can-opener loaded with jalapeños lost them once dropped (I died and spawned near by so just picked it up again.)
Not a game-breaker by any means, but a little annoying as they can be rare.

Dr.Flay wrote:Papercoffee and I went in for a few games (thankyou for putting a peanut in my head )
Depending on the style of map and available weapons, he certainly outclasses me.
Once I get in my stride and I can get up close, I get a bit better (so used to playing Chaos).

Peanuts are for free...
It was good to see how a human player reacts to the weapons and I got surprised here and there

Dr.Flay wrote:We had a merry dance on the bridge in CTF-Face. Both armed with rifles, we decided to have a fork-fight.
Both happy to ignore the progress of the burger while we had our cutlery-duel.
I have no idea who won that, but I don't care it was so funny.

I don't know either... but I think you won this duel.

Dr.Flay wrote:Issues found:
Zoom is still a problem with the carrotier.
We had an odd moment where the server randomly selected CTF-Face and failed so loaded a DM map, but the weapons had not swapped.
I noticed that a can-opener loaded with jalapeños lost them once dropped (I died and spawned near by so just picked it up again.)
Not a game-breaker by any means, but a little annoying as they can be rare.

-There is no zoom *jedi swipe*
-It was Barricade ...Face was selected by the system and I'd hit the map nearly in the same time forcing the server load DM instead of CTF. Maybe there was an issue.
-The Hallapenjo (jalapeño) ammo acts for me vice versa ...once I dropped the the weapon and can recollect it after respawn do I have sometimes 30 bullets stuffed into it. Will discuss this with Kelly.

More participation would have been nice but I didn't expect overwhelming response. The game is old and it's asking much from people to get them to download something, place it, then join using a password. Most just don't have time to go through all that. Had we been able to post a normal server with a redirect there would be more interest.

That being said the logs we did get look very good. I see no reason we can't make the two week-ish window for full release. Most of the remaining work is annotating the code and writing up the documentation for admins and BurgerCTF mappers.

I have landed in server in Map (loved by me a lot...) November. I re-voted, it was a nice burger right up there... unreachable. Actually I couldn't do anything about that.

I prefer to have a good location for that burger, maybe we can use some A.I. stuff for testing if that thing is reachable or not from a certain PlayerStart...
Or if you hate A.I. then... config some INI with variables (MapName[0],BurgerPlace[0]).

UnrealGecko wrote:
Anyways for how long this server will be on? As soon as I get my connection sorted out, I'd really like to play on the server for a while.

Sorry ...it's already closed for public again... we need it to test replication issues

sektor2111 wrote:Logs are useful and I think some lil feedback might be good to know.

I have landed in server in Map (loved by me a lot...) November. I re-voted, it was a nice burger right up there... unreachable. Actually I couldn't do anything about that.

I prefer to have a good location for that burger, maybe we can use some A.I. stuff for testing if that thing is reachable or not from a certain PlayerStart...
Or if you hate A.I. then... config some INI with variables (MapName[0],BurgerPlace[0]).

We have created a burger spawn actor because of this problems ...existing maps can now be edited to a burgerCTF map.

I think I saw ASLYE in, but by the time I had cleared my tasks he had gone.
Before I went in I posted invitations in several IRC, but

Ah well, I do like a bit of 1v1. We need our own special challenge map I think.
1 room, 1 table, 1 cup of coffee, an old Grandfather clock in the corner.
*tick-tock-tick-tock-*
We grasp our teaspoons tighter and wait for the chimes.
I could play dirty and see if a hand full of biscuit crumbs to the face will slow him, but I seriously doubt anything will take his eyes of the prize.

Anyway as I said, the issues we have left are minor and do not change the quality of play.
The "proof of the pudding" is that given the choice and depending on the map, I would rather play with these weapons than the originals.